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Furious Javelin augment mod update


(NSW)Katsuro
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6 minutes ago, Aldain said:

I think they first need to go back over Radial Javelin as an ability before they consider changing the augment, that poor ability has aged like milk.

Apply damage dealt as slash procs when performing radial javelin with a longer duration (makes sense since excal is a swordsman and swords mainly deal slash damage).

OR

Gives a percentage critical chance and damage bonus for every enemy hit which is applied to melee for a duration. (great for low crit melee or can be specific to excal passives of swords only)

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12 hours ago, Aldain said:

I think they first need to go back over Radial Javelin as an ability before they consider changing the augment, that poor ability has aged like milk.

while i wouldn't necessarily disagree, the Augment makes the Ability incredibly powerful as a Damage Buff.
and then they're going to make it even stronger than it already is. el o el

 

12 hours ago, (NSW)Katsuro said:

swords mainly deal slash damage

(in Excaliburs' case that does fit the mold since Excalibur is themed after a Knight, but there are many types of Swords which do not completely focus on slashing attacks for cutting).

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37 minutes ago, taiiat said:

while i wouldn't necessarily disagree, the Augment makes the Ability incredibly powerful as a Damage Buff.

I personally would rather get the benefit of Chromatic Blade since there are Augment limits and the damage buff is limited to melee damage only.

I could see it being preferable if the damage increase worked on more than just melee weapons, after all Melee already has a huge amount of buffs from things like CO and Combo Multipliers, but as is it can wind up being excessive damage without a purpose.

On the topic of the ability itself it has 2 drawbacks in it's current state, 1) The damage is very limited in effectiveness falling off after level 35ish or so and 2) It has a total 3.5 second cast time when counting the base cast and the post-cast animation lock. While Radial does cause a stagger effect, Blind/Howl is significantly better in energy efficiency and effectiveness as a crowd control option and the damage from executions far outstrips the damage of the Javelins.

Part of the reason why this ability is awkward is that Excalibur has 2 abilities that are better at what Javelin does, and the Augments for those two abilities can be more effective in most circumstances. While I would say it isn't a TERRIBLE ability (coughTeslacough) it is showing how dated it is when compared to others.

Personally I'd convert it into a "Double Action" type ability, making it cause directional blocking at the flanks and rear (to combine with natural blocking and Exalted Blade) with the ability to cast it again to send the blocking Blades/Javelins out as the ability currently is. This would give Excalibur a bit more defensive capacity with both Melee and Ranged weapons while still keeping the basic idea of the ability intact.

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14 hours ago, Aldain said:

I personally would rather get the benefit of Chromatic Blade since there are Augment limits and the damage buff is limited to melee damage only.

well uh, using both of the Augments together would be better than adding Power Strength to Exalted Blade instead(in the 1 Slot that it would take up ofcourse).
that's just how effective the Damage Buff is ¯\(ツ)/¯

the point was just mentioning that the entire Ability is currently carried by the Augment, which in itself does say bad things since an Ability shouldn't have no purpose without adding an optional tool onto it.

 

14 hours ago, Aldain said:

excessive damage without a purpose.

i suppose, yes. in the majority of content, Damage Buff type Abilities are superfluous because our Stats are so inflated that we don't care about them anymore.
certainly more beneficial in Endurance type content instead.

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